Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Pre-convolved Radiance Caching
Computer Graphics Forum
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Efficient shading of indirect illumination applying reflective shadow maps
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Instant indirect illumination for dynamic mixed reality scenes
ISMAR '12 Proceedings of the 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
Reflective and Refractive Objects for Mixed Reality
IEEE Transactions on Visualization and Computer Graphics
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Synthesizing global illumination effects is a vast field of research for both offline and real-time rendering. While the most important goals for offline rendering are realism and physical correctness, real-time rendering approaches additionally need to be sufficiently fast. In this paper we present a fast and novel global illumination approach capable to realize indirect illumination for diffuse and glossy surfaces based on thousands of virtual area lights even for dynamic scenes. To achieve real-time performance we calculate indirect light influence only on sparse scene points in model-space and interpolate the results for the entire visible scene. A novel shading technique is proposed to support high-frequency indirect lighting effects such as view-dependent glossy reflections without introducing temporal incoherence in dynamic scenes. Since our approach does not require any pre-computation it may be applied to Mixed Reality applications improving the visual integration of virtual content.